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author | Brian Paul <[email protected]> | 2010-02-18 17:00:10 -0700 |
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committer | Brian Paul <[email protected]> | 2010-02-18 17:00:10 -0700 |
commit | ae7a7026c77c68748fedb60e5deb7649e894da40 (patch) | |
tree | 52c07c752622bfa63fc8321ecd8e114313209b02 /configure.ac | |
parent | 0c728030ed76d8b79876b8606cb0486bff96750c (diff) |
softpipe: fix depth testing problems
The optimized Z-test functions assumed that the array of incoming quads
are adjacent, but that's not always true. The fragment shader can cull
intermediate quads, for example.
Now these Z-test functions can cope with non-adjacent quads. A little bit
of performance is probably lost, but it's probably not worth worring about.
This fixes broken glBitmap() Z testing, among other things.
(cherry picked from commit d437d905e6924ebc05ec9efe87e1e2c48d75bc13)
Diffstat (limited to 'configure.ac')
0 files changed, 0 insertions, 0 deletions